Post by Kierkan Matthew Landers on Jun 6, 2011 8:49:40 GMT -5
Current Dice: 2d36
Languages: "Common", Ancient, and Kh'ronish
Also the knows the language of his people, Antarians. It is not so different from latin or acient languages. Only other people of antar know this langauge.
Race: Half Human, half Antarian
Racial Skill:
Diehard : You have the ability to stay within combat longer than normal. By stating "Diehard" at the beginning of combat (excluding Endurance Matches), you gain 5 more hp.
Primary Class: Psion
Class Bonus: Psion : Bonus - "Awareness" You've always been aware of your surroundings. You are able to hear better, see farther and have the uncanny ability to notice things most others would not. This gift gives the Psion a +1 on all saves, and a +5 to Spot and Listen.
Secondary Class: Cleric
Primary Weapon: Staff of Protection
Secondary Weapon: Wand of Healing
Class (Free) Skill: Rezz the Dead : You know how to pull the spirit of a dead creature back to their body, giving them a second life. See "How Death Works" for what happens after. [Clerics can do this naturally and do not need to take this skill.]
Magical Affinity You have innate or learned magic ability. You cannot use magic in RaS without this skill. (if you choose Mage, Cleric or Druid Class you do not need to take this skill, you already have it free.)
Psionic Affinity : You are skilled in using your mind to do great and magical things. If you take Psion as a class you do not need to take this skill. This is like magical affinity, but all your "magic" is done psionically. You still have to write 'spells'.
Skills: [/size]
Alchemy
You are skilled in alchemy and potion making. You must have this skill in order to create potions for use and/or for sale.
Prerequisite: Magical Classes OR Healer[/i]
Polylingual
Kierkan has the ability to speak and understand all languages that are spoken to him. Although, he does not have the ability to read or write in any of these heard languages; only the ones he has learned himself.
Enraged Casting
A mage is able to cast a combat spell with greater damage done, once per combat. They are able to add +5 to any combat dice roll they make to cast their spell.
Prerequisite: Magical Affinity or Psionic Affinity, Abet'zi Rank
Clairvoyant
You have visions, of past and of things to come. You know things. Things most people would not. Whether a person, an animal or an object or weapon.. you can see the past or the future. [GM's discretion of what you learn.]
Prerequisite: Magical or Psionic Affinity
True Seeing
You are able to see all things as they actually are. You can see secret doors hidden by magic, the exact location of creatures or objects that are hiding, see invisible creatures or objects normally and see through illusions.
Prerequisite: Magical or Psionic Affinity
Lingering Spell
This skill allows you to cast effect spells that last two rounds, instead of the one round normally allowed.
Prerequisite: Magical Affinity or Psionic Affinity, Gles'ni Rank
Innate Spell
You have mastered one spell so well, that you may cast it once per combat, and it does not count towards your one registered spell per combat. You still must give a save if such applies. You MUST choose your spell at the time of taking this skill, and it MUST be posted on your sheet!! You cannot change it out until you reach the next gemstone level. You may only take this skill one time!
Prerequisite: Mage/Psion (Primary), Abet'zi Rank
Combat
Healing Affinity
You have the ability to heal yourself, and others. A healer is given healing points per their rank, see "How Healing Works" for more information. [Druid, Healer do not need to take this in order to heal, they have this class skill automatically.][/center][/size]
Spells:
Telekinesis
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Damage +1
Range: 50 ft
Abilities of your Spell: Attack
Duration Active: Instant (combat) / 3 hours (out of combat)
Saving Throw Against Your Spells: 15+
What does it do: It calls upon a telekinetic wave of energy that builds and strikes the foe or the ability to move things (objects/persons) with one's mind. This ability can be channeled through the eyes, hands, or voice. Weight allowed to be moved is equal to the Range limit, in a 1 foot for 1 pound limit. Meaning this spell has a range of 50 feet, which means he may move 50 lbs.
Remove A Curse Spell
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Range: 50 ft
Abilities of your Spell: Effect
Duration Active: 3 hours
Saving Throw Against Your Spells: 15+
What does it do: Breaks the curse of something, but not able to break a curse set in place by a stronger ranking magic user [unless stated otherwise by the GM.]
Antidote Spell[/b][/size]
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Range: 50 ft
Abilities of your Spell: Effect Spell
Duration Active: Can be used once in battle or cures disease such as poison.
Saving Throw Against Your Spells: 15+
What does it do: This spell can be used to rid illness such as if a person has been poisoned.
Heal Spell[/b][/size]
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
+1 Added to Spell
Range: 50 ft
Abilities of your Spell: Healing Spell
Duration Active: Can be used once in battle or used outside of battle depending on many heal points you have.
Saving Throw Against Your Spells: 15+
What does it do: Calls upon the goddess to restore a person back to health (hp points).
Stop Spell[/b][/size]
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Range: 50 ft
Abilities of your Spell: Effect Spell
Duration Active: Stop a foe for one turn or 3 hours outside of battle
Saving Throw Against Your Spells: 15+
What does it do: This spell will stop all movement of a foe and make them unable to move.
Holy Spell[/b][/size]
Target: 1 PC (Player Character) or 2 NPC (Non-Player Characters)
Damage: +1
Range: 50 ft
Abilities of your Spell: Attack
Duration Active: Instant
Saving Throw Against Your Spells: 15+
What does it do: This spell calls upon a holy light to brightly shine upon a foe, object, or area. It can harm enemies that are unholy creatures.
Loot:
-- Special Loot --
-- Necronian Sickle - this sickle is vicious and dangerous looking, with a bone and sinew handle.
-- Necronian Daggers (2) with bone handles
-- A couple torches
--"Helm of Darksight" - When worn this gives you darksight. Mg
-- Cloak/Coat of Defense - A cloak or coat (your choice) of defense is similar to wearing armor but much lighter and easier to move in. It gives a +3 to defense while being worn. [Slot: Coat] Mg
-- Adventurer’s Outfit - A dark blue cloak with sturdy boots, thick trousers, a belt, a vest, and gloves. The clothes have plenty of pockets (especially the cloak or coat). The outfit also includes any extra items you might need. This outfit is the ultimate adventurer's outfit and will allow you to be cool in heat, warm in cold, and be dressed as needed in most situations.
[Slot: Clothing]
-- Useable Items (Limited) --
"Dust of Disappearance" - A pouch of dust (enough dust for 3 uses), when sprinkled upon a person - or yourself - you and your gear disappears for up to 15 minutes. Using this in combat takes up a full turn, but once you have disappeared the baddies cannot find you to attack you until the dust wears off. You may attack while invisible.
Potion of Raise Dead - This potion can be poured down a dead body's throat, or injected with a hypo-pistol and will fully rezz a person and bring them to within 1 point of death. Such as someone with 10hp, would be rezzed to 9/10.
Potion of Remove Curse - Drinking this potion removes all curses upon your person.
Potion of Speed - Drinking this doubles your normal speed, enabling you to take an extra attack for the duration of one combat on your turn. You are just so fast, that you can attack twice!
Potion of Blur - Taking this in combat allows you to negate one attack during combat by use of the Blur ability, you fade into insubstantialness and the attack does not hit. You must either drink the potion before combat, or use a turn to drink the potion, then in a subsequent attack upon yourself you may choose to claim it's power.
Potion of Blindness - Anyone drinking (or injected with a hypo-pistol) with this poison causes them to go blind for 30 minutes time, if they do not pass the save of DC15. If they pass, they are blinded for 15 minutes.
Potion of Fire Resistance - For 30 minutes after drinking this potion, you become resistant to fire and heat. Attacks of the element of fire against you simply do not work.
Potion of Cold Resistance - For 30 minutes after drinking this potion, you become resistant to cold and ice. Attacks of the element of cold against you simply do not work.
Potion of Hide from Undead - Imbibing this potion causes undead to neither hear, see, or smell the person. Attacking a creature negates the effect.
Potion of Anti-Paralyzation - Imbibing this potion removes paralyzation, including magical types. It can also be administered via hypo-pistol (see Emporium) if the person's entire body is paralyzed.
Healing Potion - Heals up to 10hp.
Healing Potion - Heals up to 10hp. (Two all together.)
Wisdom Potion - (Die sides will increase by +1 for one battle)[/ul]
Kierkan Matthews Landers
[/color]**Thoughtful, Kindred Spirited, Loving Healer**
[/center][/font]
Follow your common sense
You cannot hide yourself[/i][/b][/font][/size][/color]
Name: Kierkan Matthews Landers
Nickname(s): Kier, magic boy
Age: 155
Apparent Age (if not human): 25
Gender: Male
Only by revealing the whole truth can we disclose
The soul of this sick bulwark forever and ever[/b][/font][/size][/color]
Height: 5'11"
Build: Athletic
Hair Color: Black hair
Eye Color: Dark Brown Eyes
Physical Description: Clothing and the like. In his village, they were white robes that drug as they walked. They were a symbol for the peace and serenity that they promoted in their town. Although, that would have to change and he would need a style if he was going out into the world of the unknown.
Play By: Jason Behr
It's easy to condemn without looking in the mirror
Behind the scenes opens reality[/b][/font][/size][/color]
Race (mortal, witch, demon, etc): Antarian Mage
Alignment: Good
Likes:
Dislikes:
Strengths:
Weaknesses:
Quirks:
Fears:
Habits:
General Personality:
*P H Y S I C A L & M E N T A L A T T R I B U T E S*
Kierkan is a young and vibrant soul with soft eyes and an eagerness to learn as many things that he can absorb in books. His hair coal hued with a slim but tanned form. His mysterious brown eyes and meek personality. Kierkan's silky skin is only more accented by the slight facial hair that covers his chin and above his upper lip. Kierkan is fairly groomed most of the time and well kempt a majority of the time. Magical body art covered underneath the clothing he wore to represent the magical heritage he hails from. Long legs that put him exactly at 6 foot 1, being around a decent height. Finally, his black locks flow into his face that veil one eye most of the time as his medium length black messy hair hugged his ears. Kierkan is mentally strong with learning, reading, and writing skills. He is a very skilled with book smarts. Although, he does rely on his magical abilities in physical situations. His physical combat skills need improvement
Eternal silence cries out for justice
Forgiveness is not for sale[/b][/font][/size][/color]
History:
Kierkan Matthew Landers was blessed at birth, as an unique child unheard of by the Antarian people. Kierkan's mother was an Antarian, blessed by their ancient fayths (their magical god and goddess they pray to for magical blessing) and given magical abilities. Although, his mother fell in love with a mortal and soon conceived a mixed blood baby. This child was half mortal and half Antarian. The Antarian people were outraged and banished Kierkan's mother and the child from Antar. His mother then decided to raise the child as mortal life, Kierkan did not seem to work that way. He was given the ability to telekinesis at an early age and was intent on using his magical gifts. Although, it wasn't long before evil would find where they were. The power of an Antarian would be very seduce for any creature who covenanted his or her power.
Unfortunately, not long passed before his mother fell victim to a demonic attack and was slain by a vicious beast before Kierkan even had the chance to learn to protect others. Regardless of his father's attempts to try to save her, it was an impossible battle for a mortal to handle. His father took sanctuary at the last place that his love was saw last before her untimely demise. Although, with only mortal fists to clear his path, it wasn't long before he himself fell victim to the same monstrosity that devoured Kierkan's mother's soul.
Soon after the attack, Kierkan would be all alone. He relied on himself for a year so but he soon would receive a calling from his people. His grandfather convinced the people to take him in and did. Kierkan was the first ever allowed mix blood child to be apart of the Antarian culture. Although, because he was half mortal, he had to try ten times harder than other Antarian's who could hear the fayths words much more clearing in his or her mind.
After a many years of training and hard work, Kierkan had learned to wield magic, cast spells, make potions, and heal others and himself. Kierkan was a very holy mage and he took his duty quite seriously as he was very traditional when it came to that aspect of himself. It was time for Kierkan to leave the village and set out on a pilgrimage that will increase his magical ability and endurance in battle and knowledge. Kierkan would not return to his village until he had fully mastered the arts of healing and magic. When he would return he would then become an elder of his village and lead his people.
While on this pilgrimage, he would find a way that he could do just that. He would discover the Ad’nes Novoeth and with that his journey would begin.
You can't go on hiding yourself
Behind old fashioned fairytales[/b][/font][/size][/color]
Your Name: David
Age: 25
How did you find us?: Teddy
Time Zone: CST